Kobold Trapper

Dhearic's page

68 posts. Alias of Malinor..


Full Name

Dhearic

Race

Attacks:
[dice=Spiked Gauntlet]1d20+9[/dice] [dice=Damage, P, Spiked Gauntlet]1d4[/dice]

Classes/Levels

NG Cleric of Osiris | 172/172 HP | Fort: 19, Ref: 12, Will 23 |AC 27 (30) Touch 15 FF 25 (28) | Perception (Darkvision) +7

Gender

Skills:
Knowledge [Religion] +16, Heal +22, Linguistics +4, Sense Motive +23

Languages

Common, Ignan, Giant

Strength 10
Dexterity 14
Constitution 22
Intelligence 10
Wisdom 25
Charisma 14

About Dhearic

Name: Dhaeric
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Male Salamander Cleric of Osiris
NG Medium Outsider (Native)
Init +2 ; Senses Perception +7
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Defense
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AC 27 (30), touch 15, flat-footed 25 (28) (+9 armor [4 base + 5 Enhancement], +2 Dex, +1 Dodge, +2 Natural Armor, +2 Deflection, +1 (4 Magic Vestment) Shield)

hp: 172 - (9d8) 81 [8,5,5,8,5,5,8,5,8,7,7,5,5] + 65 Constitution + 13 Favored Class + 13 Toughness

Fort +19 [8 Base + 5 Con + 5 Enhancement + 1 Competence], Ref +12 [4 Base + 2 Dexterity + 5 Enhancement + 1 Competence], Will +21 [8 Base + 7 Wisdom + 5 Enhancement + 1 Competence]

Defensive Abilities:
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Offense
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Speed: 20 Ft

Melee:
Spiked Gauntlet +6 [+9 BAB, +0 Str] (1d4 20/x2) [+0 Str]
[dice=Spiked Gauntlet]1d20+9[/dice]
[dice=Damage, P, Spiked Gauntlet]1d4[/dice]

Ranged: By Spell

Special Attacks:
Spells DC17+SL (CL 13; Concentration +26 [13 level, 7 stat, 4 combat casting Feat, 2 Trait)

Level 0 (4): Detect Magic, Create Water, Guidance, Stabilize

Level 1 (1+4+2): Protection from Evil (D), Bless x2, Liberating Command, Shield of Faith x2, Remove Fear

Level 2 (1+4+2): Align Weapon (D), Remove Paralysis, Resist Energy, Lesser Restoration x2, Tears to Wine x2

Level 3 (1+4+2): Magic Circle vs Evil (D), Create Food and Water, Invisibility Purge, Magic Vestments (buckler), Prayer Communal Resist Energy

Level 4 (1+4+1): Cure Critical Wounds (D), Blessing of Fervor x2, Death Ward, Freedom of Movement, Restoration

Level 5 (1+3+1): Breathe of Life (D), Breathe of Life, Break Enchantment, Communal Air Walk, Extended Blessing of Fervor

Level 6 (1+2+1): Heal (D), Heal, Extended Sacred Nimbus x2

Level 7 (1+1+1): Regenerate (D), Extended Heroes Feast, Destruction

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Statistics
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Str 10, Dex 14 [14], Con 20 [+2 Salamander, +4 Enhancement], Int 10, Wis 25 [14, +2 Undine, +3 Leveling, +6 Enhancement], Cha 14 [14 -2 Salamander, +2 Enhancement]

Base Atk +9 ; CMB +9; CMD 22 [9 Base, +2 Dex +1 Dodge]

Racial Abilities:
Fire Immunity: Immune to Fire

Cold Vulnerability: 150% damage from Cold Damage

Slow Speed: 20 ft base speed

Heat: A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander’s metallic weapons also conduct this heat.

Craftsman:

Darkvision: Undines can see perfectly in the dark up to 60 feet.

Class Abilities:

Aura:

Channel Energy 7d6: [4/4] Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Good: Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing: Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

Orisions:

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Traits
Finding your Kin (Campaign): The chosen class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC.

Focused Mind: You gain a +2 trait bonus on concentration checks.

Feats:
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Channel Endurance: Once per day when you channel positive energy to heal living creatures, you can choose to grant each healed creature the benefit of endure elements (caster level equal to your effective cleric level). This effect lasts 24 hours.
Clarifying Channel: Once per day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Charisma bonus (minimum +1).
Extra Channel: You can channel energy two additional times per day.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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SKILLS

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Skill Name [Ranks + Class + Modifier + Misc] Total
Knowledge Religion [13 + 3 + 0 + 0] +16
Heal [12 + 3 + 7 + 0] 22
Linguistics[1 + 3 + 0 + 0] +4
Sense Motive [13 + 3 + 7 + 0] +23
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Languages: Common, Ignan, Giant

Combat Gear:
Cloak of Resistance +5 // 25,000 gp
Ring of Protection +2 // 8000gp
Headband of Inspired Wisdom +6 // 36,000 gp
Cracked Pale Green Prism Ioun Stone // 8000 GP (+1 competence on Saves [Found]
Belt of Mighty Constitution +4 // 16,000 gp
Mithril Chain Shirt +5 // 26,100 gp
Amulet of Natural Armor +2 // 8,000 gp
Pink and Green Sphere Ioun Stone ( +2 Charisma) // 8000 gp
Haversack // 2000 gp
Diamond Dust // 2600 gp left (Spent 100 gp)
MW Buckler // 155 gp

Gold: 22 Silver: 4 Copper:
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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Wooden Holy Symbol 3/3 - 3 gp
*= Carried in backpack.

Total Weight lbs lbs light or less/ medium / heavy

Ignore, old:
Male Aiel Algai’d’siswai 6/Wilder 4
N Medium humanoid (Human)

Init +6 ; Reputation: 3; Senses Perception +17

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Defense
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AC 29, touch 25, flat-footed 29 (+9 Defense, +5 Dex, +1 Dodge, +4 Shield)

hp: 94 (6d10 + 4d6 + 10 Con)

Fort +6 (9), Ref +13 (16), Will +10 (13)

Defensive Abilities: Uncanny Dodge (Do not lose Dex, No Flanking)

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Offense
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Speed: 40 Ft

Melee: Unarmed +12/7 or +10/10/5 (d8+4; x2)
Aiel Spear +15/10 (2d6+6; x3)

Ranged: Shortbow +13/8 (d6; x3) 70 ft

Special Attacks: Aiel Flurry (Extra attack, +d6)

Weaves (CL 4; Concentration +18)

Talent: Elementalism: Arms of Air [0-12], Blade of Fire [1-5], Create Fire [0-6], Current [0-7], Cutting Lines of Fire [7-9], Dry [1], False Wall [1-6], Fiery Sword [2-4], Fireball [2-6], Fly [5], Harden Air [0-5], Immolate [4-7], Light [0-3], Move Water [3], Tool of Air [0-4], Wand of Fire [1], Whirlpool [3-7],

Weaves Known: False Trail [0-8], Grenade [0-4], Heal [0-8], Renew [0-4], Fiery Sword [2-4], Light [0-3], Wand of Fire [1], Master Ward [4-12], Barrier to Sight [1-10], Circle of Silence [0-9]

Level 0 (4):
Level 1 (3):
Level 2 (3):
Level 3 (3):

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Statistics
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Str 17 (19), Dex 18 (20), Con 13, Int 11, Wis 16 (18), Cha 10
Base Atk +8; CMB +11; CMD 25

Racial Abilities:
Background Skills : Stealth, Perception, Survival

Class Abilities:
Spears of Death (Aiel Flurry) +1d6: The Algai’d’siswai master a deadly fighting style of grace and perfection, so smooth and confident are their actions that, to others, it looks as beautiful as a dance. At level one, an Algai’d’siswai may make a flurry of attacks. When taking a full-attack action, they can make one extra attack at their full base attack bonus, but receive a -2 penalty on all attack rolls for one round. At level six, all their attacks with a single-handed piercing weapon deals an extra +1d6 damage. At level fifteen, this damage increases by another +1d6. Anything immune to critical hits is also immune to this extra damage.

Fast Movement:When wearing no armor, the Algai’d’siswai has a speed modifier of +10.

Hardiness: Algai’d’siswai have nearly unstoppable endurance. Once per day, they may attempt a Con ability check (DC 15) when fatigued. If successful, they are no longer fatigued, as if they had rested for 8 hours.

Unarmed Strike: Algai’d’siswai are highly trained in fighting unarmed, giving them a considerable advantage when doing so against “weaker” Wetlanders. An Algai’d’siswai fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents. He may choose to deal regular or subdual damage at no penalty, and can also make a critical hit (20/x2) while dealing regular damage. An Algai’d’siswai's unarmed attacks may be with either fist interchangeably or even from elbows, knees, and feet. Making an off-hand attack makes no sense for an Algai’d’siswai striking unarmed. An Algai’d’siswai using a dagger or Aiel spear can strike with his unarmed base attack, including his more favorable number of attacks per round. His damage, however, is standard for the weapon, not his unarmed damage, but gains the extra damage granted by his Spears of Death ability (see below). An Algai’d’siswai fighting with a one- handed weapon can make an unarmed strike as an off-hand attack, but he suffers the standard penalties for two-weapon fighting. Likewise, an Algai’d’siswai with a weapon (other than a dagger or Aiel spear) in his off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with Aiel Flurry (see below).

Ji’e’toh: All Algai’d’siswai follow a strict code of honor. Should an Algai’d’siswai ever break this code, they must atone for their actions or be unable to progress in levels as an Algai’d’siswai.

Uncanny Dodge (Retain Dex bonus to Defense/Can’t be Flanked): Starting at 2nd level, the Algai’d’siswai gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to Defense if immobilized.)

At 5th level, the Algai’d’siswai can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a Wanderer the ability to use a flank attack to sneak attack the Algai’d’siswai. The exception to this defense is that a Wanderer at least four levels higher than the Algai’d’siswai can flank him (and thus sneak attack him). At 10th level, the Algai’d’siswai gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.

Dance the spears (+2 bonus to initiative):

Partial Armor Compatibility: Algai’d’siswai are well trained in the use of the Aiel buckler. Beginning at 3rd level, the Aiel’s Defense bonus from class levels and the bonus granted by an Aiel buckler will stack.
Stealth Movement: Algai’d’siswai may add half their Reflex save bonus to all Move Silently and Hide checks.
The One Power

Affinities: Fire, Earth, Spirit

Overchanneling:
Block (Serene): Composure DC 15-20 to be Serene and touch the One Power. State lasts for up to one hour before having to regain their Compsure.
Slow Aging: Divide level by 2 to see how many years pass for each year gained by the Wilder.

Feats:
Disciplined:+1 to Will Saves and +2 Bonus on Composure Checks

Dodge: +1 to AC

WF (Aiel Spear): +1 to hit with Aiel Spear

Extra Affinity: Spirit

Extra Affinity: Earth

Tie off Weave: Turn a concentration spell into indefinite duration. Must be able to see the weave to remove it.

Sense Residue: Weavesight DC 5 to notice the residue of weaves that have recently been cast and released. Make a second check to identify or learn the weave.

Skills: Acrobatics +15 [10], Composure +19 [13], Knowledge History +13 [13], Linguistics +13 [13], Perception +17 [13] Stealth +9 [5], Survival +9 [5], Weavesight +11 [11]

Languages: Common (Aiel), Seanchan, Atha’an Miere, Borderlands, Cairhien, Arad Doman, Ebou Dari, Illian, Midlands, Tairen, Tarabon, Trolloc, (), ()

Combat Gear: Aiel Spear, Aiel Shortbow, 20 Arrows, Aiel Buckler, Dagger
Gold: Silver: Copper:

Magical Items: +1 Aiel Spear [2305 gp], +1 Aiel Shortbow [2375 gp], +3 cloak of protection [9000 gp], Belt of Physical Might +2 [Str, Dex] [10,000 gp], Headband of Inspired Wisdom +2 [4000 gp], +3 Aiel Buckler [9150 gp] [total 36,830 gp]

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Tracked Resources
-------------------- Weight
Cadin’sor 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in backpack.

Total Weight lbs lbs light or less/ medium / heavy